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Commit Graph

5099 Commits

Author SHA1 Message Date
Philip Rebohle
1d87af062c
[d3d11] Move ResolveSubresource to D3D11CommonContext 2022-08-04 13:43:36 +02:00
Philip Rebohle
17c318864e
[d3d11] Move Apply* methods to D3D11CommonContext 2022-08-04 13:43:36 +02:00
Philip Rebohle
7c82ed35b2
[d3d11] Move internal resource update methods to D3D11CommonContext 2022-08-04 13:43:36 +02:00
Philip Rebohle
956bad5e84
[d3d11] Move GenerateMips to D3D11CommonContext 2022-08-04 13:43:36 +02:00
Philip Rebohle
751d7467df
[d3d11] Move Clear* methods to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
50942cd2d9
[d3d11] Move Copy* methods to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
163af1309d
[d3d11] Move SetPredication to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
b8b5662461
[d3d11] Move Discard* methods to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
efea51c254
[d3d11] Move SO* methods to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
4d498851a8
[d3d11] Move RS* methods to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
1ef9d5389b
[d3d11] Move ClearState and RestoreState to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
f664e87749
[d3d11] Move CSSetUnorderedAccessViews to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
159eed825f
[d3d11] Move *SetSamplers methods to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
3af5b3ba7b
[d3d11] Move *SetShaderResources methods to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
bfaa21dccc
[d3d11] Move *SetConstantBuffers methods to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
26ac57f688
[d3d11] Move *SetShader methods to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
e0ee06a279
[d3d11] Move IA* functions to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
77c032da5c
[d3d11] Move OM* functions to D3D11CommonContext
We can get rid of the immediate context overload as well
since we can just directly call FlushImplicit here.
2022-08-04 13:43:35 +02:00
Philip Rebohle
5a45677a39
[d3d11] Add hazard tracking methods to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
43661abbfc
[d3d11] Add binding methods to D3D11CommonContext
Uses mutable lambdas to avoid redundant ref counting on immediate contexts.
2022-08-04 13:43:35 +02:00
Philip Rebohle
a7c25a01f2
[d3d11] Move D3D11DeviceContextExt to D3D11CommonContext
Will be needed for both EmitCs and TrackSequenceNumber functions.
2022-08-04 13:43:35 +02:00
Philip Rebohle
3f5f731c42
[d3d11] Move D3D11UserDefinedAnnotation member to D3D11CommonContext
This needs to be temlpated because we'll be moving EmitCs to the
common implementation as well, and make EmitCsChunk non-virtual.
2022-08-04 13:43:35 +02:00
Philip Rebohle
10345d0063
[d3d11] Move QueryInterface to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
4af974768a
[d3d11] Refactor D3D11UserDefinedAnnotation 2022-08-04 13:43:35 +02:00
Philip Rebohle
3ead348b82
[d3d11] Move UpdateSubresource code to D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
e4204f76e6
[d3d11] Introduce D3D11CommonContext 2022-08-04 13:43:35 +02:00
Philip Rebohle
0315997fcd
[d3d9] Use mutable lambdas to avoid some redundant ref counting 2022-08-04 13:43:35 +02:00
Philip Rebohle
f10be7bc85
[dxvk] Add binding methods that take rvalue references
The goal here is to replace the old methods entirely.
2022-08-04 13:43:32 +02:00
Georg Lehmann
8e37949a71 [util] Use raw tzcnt for BitMask iterator
Dereferencing an end iterator is UB, so we don't have to care about the 0
case.
2022-08-03 22:34:21 +02:00
Philip Rebohle
fc7e934854
[util] Always inline Rc::decRef and Rc::incRef
GCC feels the need to generate functions with two instructions for some
reason. Doesn't meaningfully change performance, but makes profiling a
lot easier in some instances.
2022-08-03 15:15:11 +02:00
Joshua Ashton
ac2d3e952d [util] Set m_size in small_vector::resize
Turns out this has been broken since it was added, meaning
isViewCompatible has always returned false putting us down slow paths
for UAV clears + copies for the past two years.
2022-08-02 23:54:23 +02:00
Philip Rebohle
c1cb4d9d18
[dxvk] Add feature check for external semaphores 2022-08-02 14:37:31 +02:00
Rosen Penev
08424ccb2e
[d3d9] Add missing vector header
Fixes compilation under MSYS2's clang backend.
2022-08-02 13:10:12 +02:00
Joshua Ashton
715493cd75 [d3d10] Mark D3D10ShaderReflection classes as final
Fixes warnings about calling delete on non-final inherited objects.
2022-08-02 13:09:34 +02:00
Philip Rebohle
5256d5e2f6
[dxvk] Fix minor edge cases when parsing floats in config file 2022-08-01 20:24:31 +02:00
Philip Rebohle
727fd7ac33
[d3d11] Add option to control sampler LOD bias 2022-08-01 13:15:09 +02:00
Philip Rebohle
9671055538
[util] Support parsing floating point arguments 2022-08-01 12:05:43 +02:00
pchome
8db2eb51fa [d3d9] fix ordinal values in the DEF file 2022-07-31 14:57:58 +01:00
Philip Rebohle
54f989b2e6 [dxso] Introduce getSpecConstantBufferSlot 2022-07-31 02:10:37 +01:00
Philip Rebohle
a2ef99b95c [d3d9] Generalize D3D9ConstantBuffer constructor 2022-07-31 02:10:37 +01:00
Philip Rebohle
00eaec1619
[dxvk] Use normalized state to look up optimized graphics pipelines
We can't normalize all state at the time it is bound, e.g. disabling
unused blend state before render targets are known. By looking up
pipelines using normalized state we ensure that our VkPipelines are
actually unique.

Based on my testing this only affects a small number of pipelines in
most games (anywhere from 0 to a couple dozen), with some outliers
like The Witcher 1, where a third of the pipelines are redundant due
to stale render state.
2022-07-31 02:53:20 +02:00
Philip Rebohle
db786cda6c
[dxvk] Remove old code to process specialization constants
We barely use spec constants anymore, so a much simpler solution will do.
2022-07-31 02:53:20 +02:00
Philip Rebohle
b2969f628f
[dxvk] Introduce DxvkGraphicsPipelineDynamicState 2022-07-31 02:53:20 +02:00
Philip Rebohle
63420c0cd7
[dxvk] Introduce DxvkGraphicsPipelineShaderState
And factor out a bunch of related code.
2022-07-31 02:53:20 +02:00
Philip Rebohle
30fa9df868
[dxvk] Introduce DxvkGraphicsPipelineSpecConstantState 2022-07-31 02:53:20 +02:00
Philip Rebohle
32c2d91961
[dxvk] Make DxvkShaderModuleCreateInfo usable with lookup tables 2022-07-31 02:53:20 +02:00
Philip Rebohle
9cb0d6d610
[dxvk] Make fragment shader state usable with lookup tables 2022-07-31 02:53:20 +02:00
Philip Rebohle
97ab6a313b
[dxvk] Make pre-rasterization state usable with lookup tables 2022-07-31 02:53:20 +02:00
Philip Rebohle
0a15146746
[dxvk] Use unordered map to look up base pipelines
No reason to use a linear list here. The object is always locked
when we access this list, so we don't need the lock-free one here.
2022-07-31 02:53:20 +02:00
Philip Rebohle
0eaad2eb5b [dxso] Don't create shader object for redundant PS permutations 2022-07-30 22:15:41 +01:00